5% of their HP over 15 seconds would be ok if it wouldn't stack. Its 2k life of a 40k life HR (all top HRs got around that much HP). 10 stacks = 20k life over 15 seconds = 1333 hp per seconds (670 with healing debuff). Thats like 2 times better than the reg stat. Make it stack 2x or 3x but 3 stacks would be borderline overpowered. Make sure to effect it by healing depression...
You should probably put this in the hunter ranger feedback thread using cyan color so a developer sees it as feedback if you think that the healing is too much .
The heal of oakskin: 480 hp every second x 10 seconds (+ increase defence), every 15 seconds in preview heal me about the same of a full 10 stacks of wild medicine (2.5% x 10 = 25% heal HP in 15 seconds): tick for around 430 hp (I have only 27K hp and low gear).
Both heals about 5-6K hp every 15 seconds for me (sure, a HR with 38/40K hp and/or with high power can heal alot more: around 8-10K, but that its all and need min 35/40 hits for raise the stack at 10).
The only class that is really screwed 1 vs 1 from the 1/2 heals are the low damage perma TRs.
HR Syncro - The Equalizer - PvP stats: 10000/4800 (kills/deaths)
It's basically going to make them really strong against DOTs and many small damage hits(PVE). Burst will take them out, just fine.
If it becomes an issue, maybe they could put a different cap on PVP than they do on PVE so that it's easier to balance. Ex: If hit by a monster, HR can accumulate up to 10 stacks. If hit by a player, HR can only accumulate 5 stacks.
This would be fine, if they haven't been taking out every possible form of spike damage in PvP. It still baffles me that they would implement this after having so much complaining and imbalance resulting from the PvP set bonus, which now still exists in a lesser form IN ADDITION to this now fantastic option. I've just stopped playing my HR a couple weeks ago now. It is just plain boring and stupidly OP. It appears it wont have a balanced future for a long time though
It's basically going to make them really strong against DOTs and many small damage hits(PVE).
As far as I understood the devs it is no longer supposed to be triggered by DOTs. Only direct, deflectable damage can trigger the effect. That is, no DOT and no weapon enchantments.
This is because all the HR cryers, "Oh my god, we are not the 1st DPS", "Oh my god, we only have 6 freaking dodges, fox shift, gear bonus and forest meditation to survive", etc... I have a GF and a HR, and I don't belive the amount HRs complaining about their class, HR is so good compared to my GF in PvP and PvE, HR is the 1st class in PvP and at least the can outDPS CWs/GWFs if they are build for that.
They are making this class so OP and even a slightly rework in their damage is a sea of tears in the HR feedback forum with no reason at all.
0
mircalla83Member, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 36
This is because all the HR cryers, "Oh my god, we are not the 1st DPS", "Oh my god, we only have 6 freaking dodges, fox shift, gear bonus and forest meditation to survive", etc... I have a GF and a HR, and I don't belive the amount HRs complaining about their class, HR is so good compared to my GF in PvP and PvE, HR is the 1st class in PvP and at least the can outDPS CWs/GWFs if they are build for that.
They are making this class so OP and even a slightly rework in their damage is a sea of tears in the HR feedback forum with no reason at all.
In PvE, the 6 Dodges for a COMBAT aka MELEE HR (not the ballerina maraudering in and out) are more like 2 or 3, since due to the 'scoop them up into one pile' and 'everywhere is red', you can't time your dodge properly. You dodge one, and end in 3 other AoEs.
On top of it all, persistant DoT zones are usually large enough that 1 HR Dodge isn't close to being enough, plus the fact that everyone who, for some reason, gets routed through Boston/USA ends up with horrible lagspikes that cause you to be pulled back into the AoE if you only use ONE Dodge, so you just wasted a Dodge and ate the AoE anyway - or you need to doubledodge (one to dodge, another on top that gets rolled back by the lagspike). If Medicine gave 5% (2.5% effective in PvP) over 15 seconds (1% per 3 Seconds, as Medicine ticks every 3 Seconds), for the usually mentioned 'OMG teh 40k HP HR', that is 400 every 3 (lol) in PvE, and 200 in PvP. So this feat would not be taken at all.
On top of this, the Combat HR lost 9.5% Deflection Chance. This means that, in Mod4, a PvP geared GWF can aquire a higher Deflect Chance than what a HR can. This is valid for both the Destroyer and even more for the Sentinel. The Destroyer can (when using certain feats and Bravery Rank3) aquire a rate in the middle 40ies, a Sentinel, using some more feats, can actually get (geared the same, just different spec) over 50%. On top of that, there is Unstoppable.
The current 'Melee HR' on Live isn't a Melee HR, it is a Hybrid, using a Combat Spec, which has to disengage every so often and hide in Forest Ghost (hopefully while not 95% of the fight arena is red), since the Combat Ranger can NOT survive in the Singularity fueled (and made worse by it) AoE Addfests that the fights currently are.
The Changes to the HR are done to make EACH Spec viable, and to give 3 unique playstyles to each Feat Line. Right now, on Live, all 3 Paths are in theory 'Hybrids', but each path suffers from its own problems.
Lets say, Archery Path, Bloodthirsty, after a Ranged Encounter, the next Melee Encounter does up to 15% more Damage. Sounds nice, right? Wrong. When going for an Archery Build, you won't get any useful Melee Feats, and to use a Melee Encounter, you have to move in, or already be in melee range - which invalidates the reasons for being an archer.
Now, Combat Path - Agile Hunter, reduces Ranged Encounter CDs by 1s (at Rank 5). This might be somewhat useful for a Combat HR, who would get the ability to use Fox Cunning more often, or maybe a root or two (or more Thorn Wards).
Now, Nature is flipping stance like mad by design, while one CAN make a good Encounter loadout using only 3 Melee Buff powers (that turn into Control/Damage Moves in Ranged), the most useful loadout is a hybrid of both.
Since they get rid of Nature, they now add a proper 'Flipping back and forth Ballerina' Tree, which can stack some Damage Bonuses (30% easily stackable using feated Aspect of the Serpent, when maxed out, and managing Stacks/Procs), and gives LOTS of Control, but it doesn't have the survivability of Combat.
Basically, the Trapper HR, fully built, jumps in, deposits his 2, MAYBE 3 boosted Encounters, then goes Ranged again. To maximize potential, the Trapper has to decide on using a different ability loadout than they probably take at the moment.
The new Archer Tree is a 'Be the Turret' Feat Tree - Damage, but giving up sustain and Control, just DPS.
The new Combat Tree actually gives up Damage compared to 'Live'. They lose 10% Melee Damage bonus (further augmented by crits) and 10% Crit chance.
This is because all the HR cryers, "Oh my god, we are not the 1st DPS", "Oh my god, we only have 6 freaking dodges, fox shift, gear bonus and forest meditation to survive", etc... I have a GF and a HR, and I don't belive the amount HRs complaining about their class, HR is so good compared to my GF in PvP and PvE, HR is the 1st class in PvP and at least the can outDPS CWs/GWFs if they are build for that.
They are making this class so OP and even a slightly rework in their damage is a sea of tears in the HR feedback forum with no reason at all.
In PvE, the 6 Dodges for a COMBAT aka MELEE HR (not the ballerina maraudering in and out) are more like 2 or 3, since due to the 'scoop them up into one pile' and 'everywhere is red', you can't time your dodge properly. You dodge one, and end in 3 other AoEs.
On top of it all, persistant DoT zones are usually large enough that 1 HR Dodge isn't close to being enough, plus the fact that everyone who, for some reason, gets routed through Boston/USA ends up with horrible lagspikes that cause you to be pulled back into the AoE if you only use ONE Dodge, so you just wasted a Dodge and ate the AoE anyway - or you need to doubledodge (one to dodge, another on top that gets rolled back by the lagspike). If Medicine gave 5% (2.5% effective in PvP) over 15 seconds (1% per 3 Seconds, as Medicine ticks every 3 Seconds), for the usually mentioned 'OMG teh 40k HP HR', that is 400 every 3 (lol) in PvE, and 200 in PvP. So this feat would not be taken at all.
On top of this, the Combat HR lost 9.5% Deflection Chance. This means that, in Mod4, a PvP geared GWF can aquire a higher Deflect Chance than what a HR can. This is valid for both the Destroyer and even more for the Sentinel. The Destroyer can (when using certain feats and Bravery Rank3) aquire a rate in the middle 40ies, a Sentinel, using some more feats, can actually get (geared the same, just different spec) over 50%. On top of that, there is Unstoppable.
The current 'Melee HR' on Live isn't a Melee HR, it is a Hybrid, using a Combat Spec, which has to disengage every so often and hide in Forest Ghost (hopefully while not 95% of the fight arena is red), since the Combat Ranger can NOT survive in the Singularity fueled (and made worse by it) AoE Addfests that the fights currently are.
The Changes to the HR are done to make EACH Spec viable, and to give 3 unique playstyles to each Feat Line. Right now, on Live, all 3 Paths are in theory 'Hybrids', but each path suffers from its own problems.
Lets say, Archery Path, Bloodthirsty, after a Ranged Encounter, the next Melee Encounter does up to 15% more Damage. Sounds nice, right? Wrong. When going for an Archery Build, you won't get any useful Melee Feats, and to use a Melee Encounter, you have to move in, or already be in melee range - which invalidates the reasons for being an archer.
Now, Combat Path - Agile Hunter, reduces Ranged Encounter CDs by 1s (at Rank 5). This might be somewhat useful for a Combat HR, who would get the ability to use Fox Cunning more often, or maybe a root or two (or more Thorn Wards).
Now, Nature is flipping stance like mad by design, while one CAN make a good Encounter loadout using only 3 Melee Buff powers (that turn into Control/Damage Moves in Ranged), the most useful loadout is a hybrid of both.
Since they get rid of Nature, they now add a proper 'Flipping back and forth Ballerina' Tree, which can stack some Damage Bonuses (30% easily stackable using feated Aspect of the Serpent, when maxed out, and managing Stacks/Procs), and gives LOTS of Control, but it doesn't have the survivability of Combat.
Basically, the Trapper HR, fully built, jumps in, deposits his 2, MAYBE 3 boosted Encounters, then goes Ranged again. To maximize potential, the Trapper has to decide on using a different ability loadout than they probably take at the moment.
The new Archer Tree is a 'Be the Turret' Feat Tree - Damage, but giving up sustain and Control, just DPS.
The new Combat Tree actually gives up Damage compared to 'Live'. They lose 10% Melee Damage bonus (further augmented by crits) and 10% Crit chance.
look like a sea to tears to me. LOL
Papa Smurf / Uncle Ben --DC
Santa Claus --GF
Gargamel --CW
Lets say, Archery Path, Bloodthirsty, after a Ranged Encounter, the next Melee Encounter does up to 15% more Damage. Sounds nice, right? Wrong. When going for an Archery Build, you won't get any useful Melee Feats, and to use a Melee Encounter, you have to move in, or already be in melee range - which invalidates the reasons for being an archer.
The only usefull melee power for a archery specs is marauder rush (around 4-6K dmg) followed by a instant hit with Split Strike and/or Steel Breeze (is the melee counterpart of costrict arrows) for another 1-2K against very low HP enemy... this avoid also one the big problem as ranged striker... in alot of cases need kill 2 times the adversary becouse they are rez by near mates.
Split strike is also very good as psicologic hit for terrorize the poor GFs with it very fast, but ineffective dmg (1-2K)... in 99% of cases the GF go in block stance with the shield
HR Syncro - The Equalizer - PvP stats: 10000/4800 (kills/deaths)
This is because all the HR cryers, "Oh my god, we are not the 1st DPS", "Oh my god, we only have 6 freaking dodges, fox shift, gear bonus and forest meditation to survive", etc... I have a GF and a HR, and I don't belive the amount HRs complaining about their class, HR is so good compared to my GF in PvP and PvE
So HR is OP because it's better than the worst class in the game?
So HR is OP because it's better than the worst class in the game?
OK then.
No, I'm just saying that there are other classes that need love (DC, GF, TR, etc...), the HR class can outDPS all classes in PvE and in PvP they are the 1st place withouth a doubt, while others are good in one aspect and suck in the other (TR suck at PvE, CW suck at PvP, etc...), or suck at PvP and PvE (GF).
That's why I find very selfish when they complain about how "bad" is the HR class, it seems they don't look at the other classes, also I fin that the average HR doesn't know how to play the class, so in order to be more desirable in PvE there are ppl trying to make it the undisputed 1st place at DPS by adding even more DPS, when they can alredy match CW/GWF if they knew how to build their HRs, what powers to use in each situation, etc...
No, I'm just saying that there are other classes that need love (DC, GF, TR, etc...), the HR class can outDPS all classes in PvE and in PvP they are the 1st place withouth a doubt, while others are good in one aspect and suck in the other (TR suck at PvE, CW suck at PvP, etc...), or suck at PvP and PvE (GF).
1. No they cant out dps cw or gwf with same gear in pve
2. No they aren not nr 1 in pvp gwf is-
3. Gwf can use same set up with feats in pvp and pve Hr is either pvp feated or pve feated there is no high dps pve hrs that can at same time be good in pvp.
That's why I find very selfish when they complain about how "bad" is the HR class, it seems they don't look at the other classes, also I fin that the average HR doesn't know how to play the class, so in order to be more desirable in PvE there are ppl trying to make it the undisputed 1st place at DPS by adding even more DPS, when they can alredy match CW/GWF if they knew how to build their HRs, what powers to use in each situation, etc...
So you know all about hrs and that as usal they dont know what they are doing and if they did they be first on DPS etc etc another "i know something you dont so stop complaining because you dont understand" wounderboy.
Now once again *this realy never ever ends does it* THIS IS TEST FORUM THEY ARE REMAKING THE HR CLASS !!!!!!!!!!!!!!!!!!!!!!!!
WHAT YOU KNEW ABOUT HR IS NOT ANYMORE - read this sentence over and over again until it sticks mkay.
Hr now has 2 shoises as it stands
1.Archery with dps no valid ccs and no escape and almost no healing with armor nerf( pve only build)
2. Full melee build with good survivability but no cc and to say the least very bad dps (pvp only build)
Trapper with some ccs and poor dam and survivability(and mind you cws would crush those hrs in pve both dam and cc wise)
Since first patch they now have nerfed the healing and archery dam (and yea healing needed adjustments).
Pure pve hrs are better with current changes but pvp hrs are worse overall.
Trapper is very fun to play soloing because it actually takes some skill to utilize its full potential but they have no place in dungeons as they lack dps and ccs compard to both gwfs and cws and pvp wise they dont have either dam or survivability.
So unless you found something with your *extream* knowlege about the hr class and reasent changes that you can share with us others less knowing I suggest you wait until the major changes is made before you *yap* about the hrs.
*(sidenote - Buff the HAMSTER out of gfs they deserve all the love they can get for suffering so long I will cheer it on all the way. Tr have np what so ever in pvp with their pesky perma hide builds but i wish them all they luck they can get with increasing their single target dps to make them both valid in pve and pvp without perma builds. DC should have 2 paths imho, one for pure healing and one debuffing with either some dps or ccs)
What I've gathered from this thread:
1. GF's are worse at PvP than HR. So no other class should see any attention till GF's are fixed in PvP.
2. Combat HR's will heal for 1333hp every second, always. Apparently my understanding that it has a required proc is wrong.
3. Combat HR's are broken on live now, only the above heal is being added. So they will be OP. I must replenish my tears for crying.
4. HR's shouldn't be able to be #1 in damage. Because reasons no one is giving. I chose to believe they know what they're talking about.
5. Trapper spec is overall junk.
6. Thorn Ward is the cause of every NW PvP problem.
What I've gathered from this thread:
1. GF's are worse at PvP than HR. So no other class should see any attention till GF's are fixed in PvP.
2. Combat HR's will heal for 1333hp every second, always. Apparently my understanding that it has a required proc is wrong.
3. Combat HR's are broken on live now, only the above heal is being added. So they will be OP. I must replenish my tears for crying.
4. HR's shouldn't be able to be #1 in damage. Because reasons no one is giving. I chose to believe they know what they're talking about.
5. Trapper spec is overall junk.
6. Thorn Ward is the cause of every NW PvP prob
Yep thats about right i would say sums it up rather nicely.....
Comments
The heal of oakskin: 480 hp every second x 10 seconds (+ increase defence), every 15 seconds in preview heal me about the same of a full 10 stacks of wild medicine (2.5% x 10 = 25% heal HP in 15 seconds): tick for around 430 hp (I have only 27K hp and low gear).
Both heals about 5-6K hp every 15 seconds for me (sure, a HR with 38/40K hp and/or with high power can heal alot more: around 8-10K, but that its all and need min 35/40 hits for raise the stack at 10).
The only class that is really screwed 1 vs 1 from the 1/2 heals are the low damage perma TRs.
If it becomes an issue, maybe they could put a different cap on PVP than they do on PVE so that it's easier to balance. Ex: If hit by a monster, HR can accumulate up to 10 stacks. If hit by a player, HR can only accumulate 5 stacks.
As far as I understood the devs it is no longer supposed to be triggered by DOTs. Only direct, deflectable damage can trigger the effect. That is, no DOT and no weapon enchantments.
They are making this class so OP and even a slightly rework in their damage is a sea of tears in the HR feedback forum with no reason at all.
In PvE, the 6 Dodges for a COMBAT aka MELEE HR (not the ballerina maraudering in and out) are more like 2 or 3, since due to the 'scoop them up into one pile' and 'everywhere is red', you can't time your dodge properly. You dodge one, and end in 3 other AoEs.
On top of it all, persistant DoT zones are usually large enough that 1 HR Dodge isn't close to being enough, plus the fact that everyone who, for some reason, gets routed through Boston/USA ends up with horrible lagspikes that cause you to be pulled back into the AoE if you only use ONE Dodge, so you just wasted a Dodge and ate the AoE anyway - or you need to doubledodge (one to dodge, another on top that gets rolled back by the lagspike). If Medicine gave 5% (2.5% effective in PvP) over 15 seconds (1% per 3 Seconds, as Medicine ticks every 3 Seconds), for the usually mentioned 'OMG teh 40k HP HR', that is 400 every 3 (lol) in PvE, and 200 in PvP. So this feat would not be taken at all.
On top of this, the Combat HR lost 9.5% Deflection Chance. This means that, in Mod4, a PvP geared GWF can aquire a higher Deflect Chance than what a HR can. This is valid for both the Destroyer and even more for the Sentinel. The Destroyer can (when using certain feats and Bravery Rank3) aquire a rate in the middle 40ies, a Sentinel, using some more feats, can actually get (geared the same, just different spec) over 50%. On top of that, there is Unstoppable.
The current 'Melee HR' on Live isn't a Melee HR, it is a Hybrid, using a Combat Spec, which has to disengage every so often and hide in Forest Ghost (hopefully while not 95% of the fight arena is red), since the Combat Ranger can NOT survive in the Singularity fueled (and made worse by it) AoE Addfests that the fights currently are.
The Changes to the HR are done to make EACH Spec viable, and to give 3 unique playstyles to each Feat Line. Right now, on Live, all 3 Paths are in theory 'Hybrids', but each path suffers from its own problems.
Lets say, Archery Path, Bloodthirsty, after a Ranged Encounter, the next Melee Encounter does up to 15% more Damage. Sounds nice, right? Wrong. When going for an Archery Build, you won't get any useful Melee Feats, and to use a Melee Encounter, you have to move in, or already be in melee range - which invalidates the reasons for being an archer.
Now, Combat Path - Agile Hunter, reduces Ranged Encounter CDs by 1s (at Rank 5). This might be somewhat useful for a Combat HR, who would get the ability to use Fox Cunning more often, or maybe a root or two (or more Thorn Wards).
Now, Nature is flipping stance like mad by design, while one CAN make a good Encounter loadout using only 3 Melee Buff powers (that turn into Control/Damage Moves in Ranged), the most useful loadout is a hybrid of both.
Since they get rid of Nature, they now add a proper 'Flipping back and forth Ballerina' Tree, which can stack some Damage Bonuses (30% easily stackable using feated Aspect of the Serpent, when maxed out, and managing Stacks/Procs), and gives LOTS of Control, but it doesn't have the survivability of Combat.
Basically, the Trapper HR, fully built, jumps in, deposits his 2, MAYBE 3 boosted Encounters, then goes Ranged again. To maximize potential, the Trapper has to decide on using a different ability loadout than they probably take at the moment.
The new Archer Tree is a 'Be the Turret' Feat Tree - Damage, but giving up sustain and Control, just DPS.
The new Combat Tree actually gives up Damage compared to 'Live'. They lose 10% Melee Damage bonus (further augmented by crits) and 10% Crit chance.
LOL this is so true!!!
look like a sea to tears to me. LOL
Santa Claus --GF
Gargamel --CW
The only usefull melee power for a archery specs is marauder rush (around 4-6K dmg) followed by a instant hit with Split Strike and/or Steel Breeze (is the melee counterpart of costrict arrows) for another 1-2K against very low HP enemy... this avoid also one the big problem as ranged striker... in alot of cases need kill 2 times the adversary becouse they are rez by near mates.
Split strike is also very good as psicologic hit for terrorize the poor GFs with it very fast, but ineffective dmg (1-2K)... in 99% of cases the GF go in block stance with the shield
OK then.
Aelar Hawkwind - Archer
Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder
No, I'm just saying that there are other classes that need love (DC, GF, TR, etc...), the HR class can outDPS all classes in PvE and in PvP they are the 1st place withouth a doubt, while others are good in one aspect and suck in the other (TR suck at PvE, CW suck at PvP, etc...), or suck at PvP and PvE (GF).
That's why I find very selfish when they complain about how "bad" is the HR class, it seems they don't look at the other classes, also I fin that the average HR doesn't know how to play the class, so in order to be more desirable in PvE there are ppl trying to make it the undisputed 1st place at DPS by adding even more DPS, when they can alredy match CW/GWF if they knew how to build their HRs, what powers to use in each situation, etc...
1. No they cant out dps cw or gwf with same gear in pve
2. No they aren not nr 1 in pvp gwf is-
3. Gwf can use same set up with feats in pvp and pve Hr is either pvp feated or pve feated there is no high dps pve hrs that can at same time be good in pvp.
So you know all about hrs and that as usal they dont know what they are doing and if they did they be first on DPS etc etc another "i know something you dont so stop complaining because you dont understand" wounderboy.
Now once again *this realy never ever ends does it* THIS IS TEST FORUM THEY ARE REMAKING THE HR CLASS !!!!!!!!!!!!!!!!!!!!!!!!
WHAT YOU KNEW ABOUT HR IS NOT ANYMORE - read this sentence over and over again until it sticks mkay.
Hr now has 2 shoises as it stands
1.Archery with dps no valid ccs and no escape and almost no healing with armor nerf( pve only build)
2. Full melee build with good survivability but no cc and to say the least very bad dps (pvp only build)
Trapper with some ccs and poor dam and survivability(and mind you cws would crush those hrs in pve both dam and cc wise)
Since first patch they now have nerfed the healing and archery dam (and yea healing needed adjustments).
Pure pve hrs are better with current changes but pvp hrs are worse overall.
Trapper is very fun to play soloing because it actually takes some skill to utilize its full potential but they have no place in dungeons as they lack dps and ccs compard to both gwfs and cws and pvp wise they dont have either dam or survivability.
So unless you found something with your *extream* knowlege about the hr class and reasent changes that you can share with us others less knowing I suggest you wait until the major changes is made before you *yap* about the hrs.
*(sidenote - Buff the HAMSTER out of gfs they deserve all the love they can get for suffering so long I will cheer it on all the way. Tr have np what so ever in pvp with their pesky perma hide builds but i wish them all they luck they can get with increasing their single target dps to make them both valid in pve and pvp without perma builds. DC should have 2 paths imho, one for pure healing and one debuffing with either some dps or ccs)
1. GF's are worse at PvP than HR. So no other class should see any attention till GF's are fixed in PvP.
2. Combat HR's will heal for 1333hp every second, always. Apparently my understanding that it has a required proc is wrong.
3. Combat HR's are broken on live now, only the above heal is being added. So they will be OP. I must replenish my tears for crying.
4. HR's shouldn't be able to be #1 in damage. Because reasons no one is giving. I chose to believe they know what they're talking about.
5. Trapper spec is overall junk.
6. Thorn Ward is the cause of every NW PvP problem.
Yep thats about right i would say sums it up rather nicely.....